Now you're getting it. That is why some devs are looking for a new niche they can serve.
So how does this contradict anything I've said? IF they are now making games more in line with what I want, then it would seem all of the arguments regarding economic viability kind of go down the toilet.
No, its the economic viability stuff that makes you understand why they're doing what they do. It is still relevant. Much of what I've tried to explain to you is the more plausible reasons why things are the way things are.
There we go with the bad metaphors again. I'm not going to respond to that.
Why? You say it's a bad metaphor, but why? I'm pointing out that in basically every genre, there are popular but shallow choices, or more niche and deeper choices. MMOs are no different. Would you disagree with somebody saying that Breaking Bad is a better show than The Voice? Or with somebody saying Mozart is better music than Katy Perry? I'm not sure why you think MMOs are unique in that they don't have the watered down, "for the masses" choice when every other type of entertainment does.
We've been over this. You are not the judge whether something is a "pop choice" and one requires a refined taste. You are not the judge on what is good and what is bad. I could equally say WoW is the Peter Jackson's Lord of the Rings whereas Darkfall is someone filming themselves LARPing in the backyard for half an hour. Where does that lead us? Those metaphors are useless.
I wasn't talking about the genre. I was talking about the companies.
Well the companies are part of the genre, and I'm talking about how the genre has changed. I wouldn't presume to know enough about the individual histories of each company or where their money comes from. All I know is that the genre in general is less innovative, less unique, less deep now than it was before.... thanks to WoW.
You said companies changed. I said they've always been like that. And lets face it. You're not in favor of any of the things you've listed. You're merely here to promote your preferences. You and every other guy posting.
I am merely putting your thought pattern and evidence under a magnifying glass, just like I would do to any other poster here. I told you, all you have is your own perception - your own subjective opinion. That's all you've put on the table. And when I point out that your opinion is as good as anyone else's, you get all hostile on me.
But you offer no reasoning. I'm sorry but all opinions are NOT created equal. If you want to claim that UO had a carrot to it, what was it? You can't just make a claim, offer nothing to back it up and then hide behind the fact that we're dealing in "opinions" so nobody can be right or wrong. You can use logic and reason and deduction and honesty to have a meaningful conversation, or you can just deny everything anybody says if it disagrees with you.
UO had a carrot just as much as any other game because people ground their skills, farmed money, get the next pet, get the next weapon - basically accumulate power, just like in every other game before and after it. That is the carrot.
We are dealing with preferences, which are neither right or wrong. I don't know where you get the confidence to imply that you know better, that your opinions matter more than anyone else's.
Because you're not being self-critical at all. You don't have any credible evidence yet you still feel strongly what you believe. It all seems to make sense to you but all I see is this highly improbable hypothesis colored with rose tinted glasses with a rather idealistic view of what the industry is like - or at least should be.
I'm actually extremely self-critical. But what does that have to do with this conversation? You've offered basically nothing but easily thwarted half-assed arguments about how businesses work.
And what do you mean rose tinted glasses? I still play UO frequently despite the fact that the aesthetics are extremely outdated.
Also, what's the highly improbable hypothesis exactly? Everything I say seem completely reasonable to me and I back them up with reasoning that you just flat out don't answer. This post in particular so far has been you just denying things. In fact most of this conversation has been me offering explanations for the things I think, and you basically just plugging your ears and acting like nothing is happening in the industry today.... except for the times that you do admit that things are different?
You have nothing but speculation. Your hypothesis has little if any weight to it. It does look like you've made up a narrative to fit your argument. Nothing you can proof. But in your words: "Just because I can't prove it, doesn't mean its not true".
Things are different from 10 years ago. But not for the reasons you state. There are far more plausible explanations why we are where we are, which don't require us to insult developers. You're the type of poster, I'd imagine, who would've been part of the mob that made that one indie dev throw his hands in the air and say: "Fuck it."
I will tell you what has been told to the people who make these threads over and over: The market is not the same. Games sold 10 years ago are not necessarily going to sell today. Even with updated graphics.
Features were dropped for a variety of reasons. Some were pointless, some cause tedium, some just didn't work the way they were intended, focus group didn't care for it... There's always a reason.
Yeah except it's disingenuous to compare 10 year old games to games of today. More than just the graphics could've changed. If the genre stayed with more of a simulation-based game design it's reasonable to assume whatever problems existed could've been hammered out at least somewhat.
Also, yes features are dropped for reasons. Sometimes it's because developers are just catering to the immediate whims of players, something you admit isn't always a good idea. See I agree with you on that when it comes to the details. I don't think it's always a good idea to implement features that streamline the gameplay. I think quest hubs, quest markers detailing every step of the way, instance matching, instance teleporting, etc are ultimately bad for the game. You say it's to reduce tedium, I think sometimes forcing you to work for things and talk to people and figure things out can be a good thing.
Many issue were specifically due to the simulation nature. People voted with their wallets when MMORPGs got "gamey". And now we are getting to an issue where every sandbox fan says "it could be" when overwhelming majority of times it doesn't. Yes I could have a fight without matchmaking, I could encounter something on the way, I could talk to this guy... but usually, nothing of the above happens. That's why things were streamlined.
But this is a dead-end issue: Some people like simulation better. To each their own.
I wasn't suggesting a poll either - the community is poor at expressing their needs and wants even in an interview. And I am sure devs read them. I suspect the more they read the more insecure they are. I've had a couple of instances where the devs met the demands of a vocal minority and things got bad because of it.
The devs should know best first and foremost. They are the experts, not the community.
I'm not sure how else to say this. The devs are the experts when it comes to creating the details, but I really don't get what's wrong with believing players when they say they want something as broad as a "sandbox." Or when they over and over speak out against things like monotonous quests.
And I know you didn't say anything about a poll, I am. I'm saying a poll would kind of settle it for me if a truly accurate poll were to be conducted. The point of me bringing it up is to show that I don't think the answer of "which is better" is totally unknowable, I just think we don't know it and probably never will. So it IS something we can debate about using reason and logic and examples etc. It's not just "I have my opinion, you have yours and nobody is wrong."
Anyone can come up with a high level concept. Anyone. Its how you make them that makes them good or bad. The concepts themselves are just concepts. You can say "Trade", but really defines trade is how it is implemented. Then you can say whether trade is good or bad.
If you are for innovation you should be in favor of all innovations. Else you'd be just promoting the things you prefer, which would make you a hypocrite. Some of the stuff you have a beef with are very high level concepts. Concepts which have little alternatives: "Less instancing" or "no instancing" is an old feature, for example. They're not exactly innovative. What is the alternative to quest hubs? And so on...
I am in favor of all games innovating, because that offers more choices for people to choose from. So I'm free to not choose the games that come up with stuff that I don't like and to choose to play the games that come up with stuff that I do like. Innovation = good. And games aren't very innovative at the moment. So that's bad. BUT of course you're just going to deny that there's a lack of innovation at the moment, despite whatever articles, panels, forum posts come out saying the same thing. Also despite the fact that you can just SEE in so many games that they're straight up copying so many things from other themeparks. Also the fact that the term WoW clone even EXISTS is a testament to the lack of innovation right now. But, like I said, you're just gonna deny that there's a lack of innovation.
New games are innovative: GW2 was very innovative, but some people still called it a WoW clone. I'm telling you the term has no value whatsoever. I have seen people who didn't like WoW play games branded "WoW clones" and enjoyed them. It is only good for a game "spot the hater".
What you're trying to say is completely reasonable. Ideally everyone would have their custom game. Ideally. Its your demand for it I have issue with. It is unrealistic to demand it as things stand.
I feel like you're not even reading my posts. I'm not at all demanding that. I already said what you just said. I already said that it's not reasonable to want a game tailored to each individual person. But that would in fact be the most ideal situation. I highlighted the most relevant part of my previous post but I'll say it again: so then the question becomes: when is it economically viable? If you think we're currently at that point, the point where mmos are as targeted as they can be, then you're crazy.
I don't know when it is economically viable. But unless you make it appealing to the companies you shouldn't expect it.
Exactly, an impossible proposition. And even then it would basically be a vote. A subjective rating.
It sounds like you just don't think the word "better" should ever be used. If two boxers got into a ring and one beat the crap out of the other, it would be reasonable to say he was the better boxer. You guys are like the guys who would say "What if he WANTED to get beat up? You can't PROVE that he's better." It's just silly. We can pretty much agree on what would make a "better" game. And that being the case, you CAN indeed argue about which game is better.
You're the one yelling the method of keeping score is wrong: Revenue. WoW beat the crap out of everybody.
But, again, I'm not sure why you think the MMO genre is different from every other entertainment industry, which basically all notoriously release watered down, shallow products that are designed to appeal to more people. Can I PROVE that Mozart is better than Katy Perry? No, I can't. But do you think we could be reasonable for a second? The most popular product is often NOT the best product.
You can't even prove that sandboxes are Mozart and WoW Katy Perry. Maybe WoW is Mozart and sanboxes are kids beating pots and pans with sticks. What if Eve Online is the Katy Perry of sandboxes and all the Mozarts are so tiny they're not economically viable?
Metaphors like that don't work.
Honestly? Nothing. I've encountered Eve players who use the term regularly but when questioned, haven't actually played any MMORPG other than Eve. A rather interesting phenomenon, no? They just jump into the bandwagon to dis WoW and WoW players.
If there were truly nothing to it, it wouldn't exist. It exists because games copy WoW. It's derogatory because that's cheap and shallow game design that doesn't offer anybody anything that they don't already have.
It exists because it has a derogatory meaning used by haters such as yourself. You keep it alive.
Just because you want a specific game doesn't mean you are owed said game. Are you or are you not demanding an AAA sandbox? Because if you are not, you have many indie titles to choose from. What you shouldn't do is dismissing other poster's explanation why the market is the way it is and what goes into funding them. Like I've already said, some of them work in the industry. They are the experts. Don't make up stories, listen to them.
I am not denying some developers tried to profit from the massive influx of new players brought by World of Warcraft. I think it is perfectly natural and nothing to be frown upon. That is how the market works. That is what companies do. I am calling you naive because you see something out of the ordinary or something sinister about it.
What I also want to do is point out your apparent confusion between complexity and depth. Those two mean two different things in game design. One is something you want minimize if possible (complexity), and one is something you want to maximize. It takes a bit to explain, so I will leave it for another thread. It makes me doubt your "watered down" comment though.
I am absolutely NOT demanding a AAA sandbox. In fact I've said many times that I don't expect to have the same level of polish in a game that is marketed towards as many people... that wouldn't make sense. I want the money being spent on MMOs to be split up more so instead of EVERYBODY going after the biggest piece of the pie (and often failing), they start to go after more reasonable pieces of the pie, which will in turn give people games they would probably enjoy more. But tell me what indie sandbox games I have to choose from and I'll tell you why they're blatant failures or just don't appeal to me because of some personal preference problem (like how I don't like the sci-fi aspect of eve).
And I don't know if I would use the word sinister. I don't have a problem with any company doing anything within the confines of the law and morality (don't lie to people about your product). But at the same time, I'm perfectly allowed to point out when a company is making a shallow husk of a game merely to profit off of another game's success. The money spent on that bad game could've gone towards making a good one. I don't know if that's SINISTER, but it's certainly not ideal. I understand it's how markets work, which is why it's one of my arguments that this phenomenon is happening in the first place... because of COURSE it would. So again, I don't see how you can call this a tin foil hat conspiracy, while also saying it's inevitable.
I explained why one would want to make one big MMORPG as opposed to many smaller ones in this post. This is definitely not charity, its more business than art, and if you knowingly make less money than what you could've... Good luck explaining that to the investors! Money that you could've made, but didn't, could be considered a loss.
And you are judgemental by implying that copying wouldn't make a good game. There are plenty of great games that are "copies". Angry Birds for one.
It is really quite pointless to complain about something you can't do nothing about.
Yeah you guys love to say stuff like this but the real world doesn't agree with you. You mock the idea of game companies not going after as much money as possible, and yet there are many developers who make games that they KNOW won't ever be as successful as other types of games. If you don't think that Aventurine could make some changes to DFUW and instantly double its playerbase, you're crazy.
You can bet if Aventurine could, they would. They can't. They couldn't even retain most of whom their game was originally targeted to.
Bullshit. From the start they aimed to make a certain type of game, and they're just sticking with that. It has nothing to do with "can" or "can't." They're constantly talking about how they're sticking to their principles. They've had a vision of what that game is supposed to be and gosh darnit they're going to do it with as few compromises as possible. It's incredibly presumptuous and arrogant of you to assume that they only reason they're not selling out is because they can't. Why on earth is it so hard for you to believe that people have principles when creating a product? You're basically saying that every company wants to make as popular a game as possible and the ones that don't are simply not capable of it, not that they're filling a certain niche or, in the case of AV, they themselves are gamers making a game that they think is amazing.
You forgot about competition. The more money is on the line the harder the competition. Aventurine couldn't possibly compete against some of the industry giants.
So what reasoning do you have to assume that if they did have the resources to do so, that they would? They themselves grew up playing UO and Shadowbane. It's not at all a coincidence that they made a game very similar to both.
Stick to what you know and all that. If the civilization series is the only game you've ever played, guess what game should you make? It is incredibly presumptuous and insulting to claim that "most companies" do things only for money.
Remember: Praying is something you do to feel like you've done something when you've really done nothing. And I don't think its a coincidence. These things come and go in waves.
What come and go in waves? Coincidences? A lot of games coming out claim to be "sandboxes." Are you saying the fact that a lot of people on the forums complaining about a lack of sandboxes has nothing to do with this influx of sandboxes? Seriously? This is becoming so pointless.
Trends. There is a surge of supposed sandboxes incoming. It is funny that you put so much credit on forums, though. Maybe take some credit for it, hmm?
I understand the differences between complexity and depth, but the two DO go somewhat hand-in-hand. You want to minimize complexity in game design as much as possible, but in order to have deep gameplay, you need complexity. This seems especially true for crafting. Unless you find some way to make crafting difficult in a mechanical sense, like how pve or pvp may be with fast reaction time, aiming, whatever else, you kind of have to have complexity with your crafting system in order for it to be deep. Or when it comes to customizing your character. Take path of exile for example. It has a very complex character progression system, and it needs to be that way in order to give people the opportunity to customize their characters in unique ways. You can't separate complexity and depth entirely.
Also, games like chess don't have complex rules, but the complexity comes from the fact that you're playing against a human opponent, or something that can simulate one. So there's a lot of complexity in chess, it just happens to be in the vast amount of possible strategies and emergent situations that can come multiple moves down the road.
Kudos! I have not encountered many posters who would know the difference. But you are wrong that they are tied. Some games try to achieve, or at least appear, deep with complexity, but you can have a very deep game with simple rules and it doesn't matter whether you're playing against another player or not either. Go and chess are the well known examples, but you're forgetting your favorite sub-genre: Remember sandboxes usually try to encourage "emergent gameplay" through simple rules and mechanics. You don't necessarily need complex recipes for crafting, multiple classes, races or anything of the sort. Complexity is not required for depth.
This response illustrates that you really did not grasp the depth of my post... perhaps it was too complex.
It might have been complex but it lacked depth.
Two things:
1. Complexity doesn't equal depth, but depth requires complexity on some level. As I said, I know that games with simple RULES can be deep. But the depth comes from the complexity of the possible decisions/outcomes/skill/whatever. So while the rules of chess are simple, I don't think anybody would deny that the competition involved can be quite complex.
2. What kind of crafting is deep but not complex? In other words, what crafting system draws from something other than complexity in order to achieve depth? And I'd ask the same question regarding player customizing. A game like path of exile has very deep character customization, which it draws from the complexity in its systems. Many many many different gems which you can combine to create different spells, which can potentially work well in tandem with how you build your character's stats/attributes, which also has a large amount of complexity. How do you achieve deep character customizing, without complexity?
I'm not saying the more complex a thing is, the deeper it is. I understand that some games add meaningless complexities and "false choices" which does not add depth. For instance, you can have a million and 1 abilities in WoW, but often times you're only using 1 of those abilities because the other ones simply aren't viable. It's an illusion of depth, but really it's just a false choice. However, what I am saying is that the two are NOT completely disconnected. It's very hard to have depth with no complexity.
Legos. Legos are fairly simple pieces which you can use to "craft" pretty much anything. Also, it is rather amusing that you'd use Path of Exile as an example here since it is perhaps the epitome for giving the illusion of depth. Sure, the passive skill tree is very impressive, but contains only a handful of optimal builds.
And regarding MMOs, I believe WoW is one of the better balanced ones. But your malice toward it has been noted. There are better cautionary examples out there that's all.
Getting answers out of you is like pulling teeth... usually an indication that you're wrong.
Legos have a massive amount of potential complexity. That's where the depth comes into play. You're just making my argument for me. Legos can be deep because you have an almost infinite amount of choices. That's complexity.
Also, you didn't respond to the crafting question. And the character customizing question. How do you achieve depth with those two subjects without having complexity?
Also, path of exile builds are incredibly numerous once you factor in socketing. Far more so than other games. All of it is possible because the enormous amount of complexity.
Building stuff is crafting isn't it? You are over-extending the term complexity. Legos themselves are simple. That's the point of minimizing complexity. Similarly the pieces and moves in Go and Chess are simple.
Right off the bat, can you tell me how many first tier builds there are in PoE?
A veteran MTG player said once to me, there are well over ten thousand different cards in Magic the Gathering, but there's no more than 8 top tier tournament decks (with minor variations) at any given time. That is if the balance hasn't been broken by some recent card(s).
Sirlin wrote that while Street Fighter games might have had something like two dozen different characters, only 7 or so were considered viable for tournament play. If they could've gotten that number up to 12 they would've been ecstatic.
Then there are games like rock-paper-scissors which have perfect balance: complexity = depth. But as you increase complexity the more difficult it becomes to balance. So you see, depth and complexity don't necessarily scale very well.
Again, PoE has a vast number of choices, how many "top tier builds" are there (with minor variations)?
People told that because Guild Wars 1 had only humans as a playable race it wasn't deep. People say that just because a game focuses on adventuring (exploring dungeons, killing monsters, finding treasures), it is not deep. People know shit. You don't need crafting to be deep. And not all crafting is deep. You don't need to be a simulation to be deep. Games only need to be deep in the stuff they do.
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
Originally posted by Scot What for, the crime of verbose posting?
But who is winning? Quirhid is the less verbose of the two, but they are both showing remarkable stamina. I haven't read the walls of text, but does anyone know which of the two is staying more on point?
I can not remember winning or losing a single debate on the internet.
I think Holophonist and Quirhid need a teamspeak server or something .. srsly .. this incessant multiquoting just makes my eyes bleed.
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Now you're getting it. That is why some devs are looking for a new niche they can serve.
So how does this contradict anything I've said? IF they are now making games more in line with what I want, then it would seem all of the arguments regarding economic viability kind of go down the toilet.
No, its the economic viability stuff that makes you understand why they're doing what they do. It is still relevant. Much of what I've tried to explain to you is the more plausible reasons why things are the way things are.
But if they're now moving more towards games that we've been advocating for, then it's bullshit to say that they weren't making those types of games because it wasn't viable.
There we go with the bad metaphors again. I'm not going to respond to that.
Why? You say it's a bad metaphor, but why? I'm pointing out that in basically every genre, there are popular but shallow choices, or more niche and deeper choices. MMOs are no different. Would you disagree with somebody saying that Breaking Bad is a better show than The Voice? Or with somebody saying Mozart is better music than Katy Perry? I'm not sure why you think MMOs are unique in that they don't have the watered down, "for the masses" choice when every other type of entertainment does.
We've been over this. You are not the judge whether something is a "pop choice" and one requires a refined taste. You are not the judge on what is good and what is bad. I could equally say WoW is the Peter Jackson's Lord of the Rings whereas Darkfall is someone filming themselves LARPing in the backyard for half an hour. Where does that lead us? Those metaphors are useless.
Maybe WoW is the Lord of the Rings. I'd like to hear why though. But either way, again I'm not sure why you think the MMO genre is unique in this regard. I'm not sure why you're unwilling to admit that in every genre there are going to be watered down products that float to the top because they lightly appeal to most people. That doesn't mean NO AAA game can be good.
I wasn't talking about the genre. I was talking about the companies.
Well the companies are part of the genre, and I'm talking about how the genre has changed. I wouldn't presume to know enough about the individual histories of each company or where their money comes from. All I know is that the genre in general is less innovative, less unique, less deep now than it was before.... thanks to WoW.
You said companies changed. I said they've always been like that. And lets face it. You're not in favor of any of the things you've listed. You're merely here to promote your preferences. You and every other guy posting.
I'm not hiding the fact that I don't like the things that I've been complaining about obviously. I'm not sure how this is hard to understand. I want innovation because it let's pick people and choose what they want. Instead what we have is a lot of companies trying to rehash stuff that other companies have done trying to steal a piece of the pie.
So regardless of whether individual companies have changed (I'm sure there are some), do you deny that the genre has changed?
I am merely putting your thought pattern and evidence under a magnifying glass, just like I would do to any other poster here. I told you, all you have is your own perception - your own subjective opinion. That's all you've put on the table. And when I point out that your opinion is as good as anyone else's, you get all hostile on me.
But you offer no reasoning. I'm sorry but all opinions are NOT created equal. If you want to claim that UO had a carrot to it, what was it? You can't just make a claim, offer nothing to back it up and then hide behind the fact that we're dealing in "opinions" so nobody can be right or wrong. You can use logic and reason and deduction and honesty to have a meaningful conversation, or you can just deny everything anybody says if it disagrees with you.
UO had a carrot just as much as any other game because people ground their skills, farmed money, get the next pet, get the next weapon - basically accumulate power, just like in every other game before and after it. That is the carrot.
We are dealing with preferences, which are neither right or wrong. I don't know where you get the confidence to imply that you know better, that your opinions matter more than anyone else's.
Yeah except this just isn't how UO worked... at least not early UO. There was no "next weapon." And grinding skills didn't take as long (in general) as it takes to level up in games like WoW. And you mention accumulating power. That's not a carrot. That's a continuous process. Also you can do things with your wealth. You can buy out competing merchants, you can buy and decorate a castle, etc. There aren't set landmarks like there are in WoW. Not only that, the rewards that you do work towards are things that you decide to do on your own, not pre-determined shinies.
But again, there's no carrot in UO. I can think of very few times you're grinding something just to get a certain "thing."
Because you're not being self-critical at all. You don't have any credible evidence yet you still feel strongly what you believe. It all seems to make sense to you but all I see is this highly improbable hypothesis colored with rose tinted glasses with a rather idealistic view of what the industry is like - or at least should be.
I'm actually extremely self-critical. But what does that have to do with this conversation? You've offered basically nothing but easily thwarted half-assed arguments about how businesses work.
And what do you mean rose tinted glasses? I still play UO frequently despite the fact that the aesthetics are extremely outdated.
Also, what's the highly improbable hypothesis exactly? Everything I say seem completely reasonable to me and I back them up with reasoning that you just flat out don't answer. This post in particular so far has been you just denying things. In fact most of this conversation has been me offering explanations for the things I think, and you basically just plugging your ears and acting like nothing is happening in the industry today.... except for the times that you do admit that things are different?
You have nothing but speculation. Your hypothesis has little if any weight to it. It does look like you've made up a narrative to fit your argument. Nothing you can proof. But in your words: "Just because I can't prove it, doesn't mean its not true".
Things are different from 10 years ago. But not for the reasons you state. There are far more plausible explanations why we are where we are, which don't require us to insult developers. You're the type of poster, I'd imagine, who would've been part of the mob that made that one indie dev throw his hands in the air and say: "Fuck it."
More plausible than what? A company comes in, makes a wildly successful themepark and for a long time following this game, that becomes a standard way of doing things. A lot of the same concepts are used over and over and over because companies are trying to capitalize on WoW's success.
I will tell you what has been told to the people who make these threads over and over: The market is not the same. Games sold 10 years ago are not necessarily going to sell today. Even with updated graphics.
Features were dropped for a variety of reasons. Some were pointless, some cause tedium, some just didn't work the way they were intended, focus group didn't care for it... There's always a reason.
Yeah except it's disingenuous to compare 10 year old games to games of today. More than just the graphics could've changed. If the genre stayed with more of a simulation-based game design it's reasonable to assume whatever problems existed could've been hammered out at least somewhat.
Also, yes features are dropped for reasons. Sometimes it's because developers are just catering to the immediate whims of players, something you admit isn't always a good idea. See I agree with you on that when it comes to the details. I don't think it's always a good idea to implement features that streamline the gameplay. I think quest hubs, quest markers detailing every step of the way, instance matching, instance teleporting, etc are ultimately bad for the game. You say it's to reduce tedium, I think sometimes forcing you to work for things and talk to people and figure things out can be a good thing.
Many issue were specifically due to the simulation nature. People voted with their wallets when MMORPGs got "gamey". And now we are getting to an issue where every sandbox fan says "it could be" when overwhelming majority of times it doesn't. Yes I could have a fight without matchmaking, I could encounter something on the way, I could talk to this guy... but usually, nothing of the above happens. That's why things were streamlined.
But this is a dead-end issue: Some people like simulation better. To each their own.
I think it's more likely that developers did exactly what you say they shouldn't: take direct advice from the playerbase instead of designing their own game. And I think they did so because it seemed like the quickest and easiest way to increase their playerbase. You don't being PK'd? We'll just implement Trammel! You don't like losing your vanq katana? Item blessing!
I wasn't suggesting a poll either - the community is poor at expressing their needs and wants even in an interview. And I am sure devs read them. I suspect the more they read the more insecure they are. I've had a couple of instances where the devs met the demands of a vocal minority and things got bad because of it.
The devs should know best first and foremost. They are the experts, not the community.
I'm not sure how else to say this. The devs are the experts when it comes to creating the details, but I really don't get what's wrong with believing players when they say they want something as broad as a "sandbox." Or when they over and over speak out against things like monotonous quests.
And I know you didn't say anything about a poll, I am. I'm saying a poll would kind of settle it for me if a truly accurate poll were to be conducted. The point of me bringing it up is to show that I don't think the answer of "which is better" is totally unknowable, I just think we don't know it and probably never will. So it IS something we can debate about using reason and logic and examples etc. It's not just "I have my opinion, you have yours and nobody is wrong."
Anyone can come up with a high level concept. Anyone. Its how you make them that makes them good or bad. The concepts themselves are just concepts. You can say "Trade", but really defines trade is how it is implemented. Then you can say whether trade is good or bad.
Not sure what your point is. I know that developers should design the games themselves. I'm just saying it's ridiculous to claim that they don't pay attention to what the community says when doing so.
If you are for innovation you should be in favor of all innovations. Else you'd be just promoting the things you prefer, which would make you a hypocrite. Some of the stuff you have a beef with are very high level concepts. Concepts which have little alternatives: "Less instancing" or "no instancing" is an old feature, for example. They're not exactly innovative. What is the alternative to quest hubs? And so on...
I am in favor of all games innovating, because that offers more choices for people to choose from. So I'm free to not choose the games that come up with stuff that I don't like and to choose to play the games that come up with stuff that I do like. Innovation = good. And games aren't very innovative at the moment. So that's bad. BUT of course you're just going to deny that there's a lack of innovation at the moment, despite whatever articles, panels, forum posts come out saying the same thing. Also despite the fact that you can just SEE in so many games that they're straight up copying so many things from other themeparks. Also the fact that the term WoW clone even EXISTS is a testament to the lack of innovation right now. But, like I said, you're just gonna deny that there's a lack of innovation.
New games are innovative: GW2 was very innovative, but some people still called it a WoW clone. I'm telling you the term has no value whatsoever. I have seen people who didn't like WoW play games branded "WoW clones" and enjoyed them. It is only good for a game "spot the hater".
People exaggerating doesn't mean it has "no value whatsoever." Like I said, the term exists for a reason. There are a lot of games that directly steal ideas from WoW. And also, WoW has had an adverse affect on the genre by setting a standard of things that I've mentioned before.
What you're trying to say is completely reasonable. Ideally everyone would have their custom game. Ideally. Its your demand for it I have issue with. It is unrealistic to demand it as things stand.
I feel like you're not even reading my posts. I'm not at all demanding that. I already said what you just said. I already said that it's not reasonable to want a game tailored to each individual person. But that would in fact be the most ideal situation. I highlighted the most relevant part of my previous post but I'll say it again: so then the question becomes: when is it economically viable? If you think we're currently at that point, the point where mmos are as targeted as they can be, then you're crazy.
I don't know when it is economically viable. But unless you make it appealing to the companies you shouldn't expect it.
Well then I guess I better keep talking on the forums about how much I like sandboxes, eh? But either way, you're again not speaking to the actual point and this is becoming increasingly pointless when I have to repeat things I JUST said.
If you think we're currently at that point, the point where mmos are as targeted as they can be, then you're crazy. Do you think we're at that point? Because if we're not, why do people bring up the "economic viability" argument? And if we ARE at that point? How are sandbox games being developed right now?
Exactly, an impossible proposition. And even then it would basically be a vote. A subjective rating.
It sounds like you just don't think the word "better" should ever be used. If two boxers got into a ring and one beat the crap out of the other, it would be reasonable to say he was the better boxer. You guys are like the guys who would say "What if he WANTED to get beat up? You can't PROVE that he's better." It's just silly. We can pretty much agree on what would make a "better" game. And that being the case, you CAN indeed argue about which game is better.
You're the one yelling the method of keeping score is wrong: Revenue. WoW beat the crap out of everybody.
It depends on how you're keeping score. Revenue is an absolutely ridiculous way to keep score, but as long as themeparks are the top dog, you guys will continue to use it, despite its obvious problems.
But, again, I'm not sure why you think the MMO genre is different from every other entertainment industry, which basically all notoriously release watered down, shallow products that are designed to appeal to more people. Can I PROVE that Mozart is better than Katy Perry? No, I can't. But do you think we could be reasonable for a second? The most popular product is often NOT the best product.
You can't even prove that sandboxes are Mozart and WoW Katy Perry. Maybe WoW is Mozart and sanboxes are kids beating pots and pans with sticks. What if Eve Online is the Katy Perry of sandboxes and all the Mozarts are so tiny they're not economically viable?
Metaphors like that don't work.
Yes, what if they are? Do you think they are? You keep denying things as if I'm offering proof of something. I'm pointing towards similar phenomenons in other industries. Like cookie cutter blockbuster movies rehashing tired old cliches because it's a "winning formula"... sound familiar? Or the fact that Katy Perry and other pop musicians are super popular... that doesn't mean they're better. Get it?
Honestly? Nothing. I've encountered Eve players who use the term regularly but when questioned, haven't actually played any MMORPG other than Eve. A rather interesting phenomenon, no? They just jump into the bandwagon to dis WoW and WoW players.
If there were truly nothing to it, it wouldn't exist. It exists because games copy WoW. It's derogatory because that's cheap and shallow game design that doesn't offer anybody anything that they don't already have.
It exists because it has a derogatory meaning used by haters such as yourself. You keep it alive.
But how are we able to use it? You don't think there are games that share a lot of similarities with WoW because they're trying to cash in on that success? Btw:
"This was an obvious big topic at the show, as Sandbox is the new buzzword in the MMO industry. Its the darling, right? Too many copycat games! Too many WoW-clones!"
Just because you want a specific game doesn't mean you are owed said game. Are you or are you not demanding an AAA sandbox? Because if you are not, you have many indie titles to choose from. What you shouldn't do is dismissing other poster's explanation why the market is the way it is and what goes into funding them. Like I've already said, some of them work in the industry. They are the experts. Don't make up stories, listen to them.
I am not denying some developers tried to profit from the massive influx of new players brought by World of Warcraft. I think it is perfectly natural and nothing to be frown upon. That is how the market works. That is what companies do. I am calling you naive because you see something out of the ordinary or something sinister about it.
What I also want to do is point out your apparent confusion between complexity and depth. Those two mean two different things in game design. One is something you want minimize if possible (complexity), and one is something you want to maximize. It takes a bit to explain, so I will leave it for another thread. It makes me doubt your "watered down" comment though.
I am absolutely NOT demanding a AAA sandbox. In fact I've said many times that I don't expect to have the same level of polish in a game that is marketed towards as many people... that wouldn't make sense. I want the money being spent on MMOs to be split up more so instead of EVERYBODY going after the biggest piece of the pie (and often failing), they start to go after more reasonable pieces of the pie, which will in turn give people games they would probably enjoy more. But tell me what indie sandbox games I have to choose from and I'll tell you why they're blatant failures or just don't appeal to me because of some personal preference problem (like how I don't like the sci-fi aspect of eve).
And I don't know if I would use the word sinister. I don't have a problem with any company doing anything within the confines of the law and morality (don't lie to people about your product). But at the same time, I'm perfectly allowed to point out when a company is making a shallow husk of a game merely to profit off of another game's success. The money spent on that bad game could've gone towards making a good one. I don't know if that's SINISTER, but it's certainly not ideal. I understand it's how markets work, which is why it's one of my arguments that this phenomenon is happening in the first place... because of COURSE it would. So again, I don't see how you can call this a tin foil hat conspiracy, while also saying it's inevitable.
I explained why one would want to make one big MMORPG as opposed to many smaller ones in this post. This is definitely not charity, its more business than art, and if you knowingly make less money than what you could've... Good luck explaining that to the investors! Money that you could've made, but didn't, could be considered a loss.
And you are judgemental by implying that copying wouldn't make a good game. There are plenty of great games that are "copies". Angry Birds for one.
It is really quite pointless to complain about something you can't do nothing about.
Yeah you guys love to say stuff like this but the real world doesn't agree with you. You mock the idea of game companies not going after as much money as possible, and yet there are many developers who make games that they KNOW won't ever be as successful as other types of games. If you don't think that Aventurine could make some changes to DFUW and instantly double its playerbase, you're crazy.
You can bet if Aventurine could, they would. They can't. They couldn't even retain most of whom their game was originally targeted to.
Bullshit. From the start they aimed to make a certain type of game, and they're just sticking with that. It has nothing to do with "can" or "can't." They're constantly talking about how they're sticking to their principles. They've had a vision of what that game is supposed to be and gosh darnit they're going to do it with as few compromises as possible. It's incredibly presumptuous and arrogant of you to assume that they only reason they're not selling out is because they can't. Why on earth is it so hard for you to believe that people have principles when creating a product? You're basically saying that every company wants to make as popular a game as possible and the ones that don't are simply not capable of it, not that they're filling a certain niche or, in the case of AV, they themselves are gamers making a game that they think is amazing.
You forgot about competition. The more money is on the line the harder the competition. Aventurine couldn't possibly compete against some of the industry giants.
So what reasoning do you have to assume that if they did have the resources to do so, that they would? They themselves grew up playing UO and Shadowbane. It's not at all a coincidence that they made a game very similar to both.
Stick to what you know and all that. If the civilization series is the only game you've ever played, guess what game should you make? It is incredibly presumptuous and insulting to claim that "most companies" do things only for money.
I don't know if I did say most companies do things only for money. I may have by mistake, but can you show me where? Stick to what you know means nothing. There are any number of easy changes they could make to Darkfall that would instantly increase their playerbase. They could so easily make the game more forgiving, but they don't want to. THIS is you having an opinion and trying to ignore evidence to the contrary.
Remember: Praying is something you do to feel like you've done something when you've really done nothing. And I don't think its a coincidence. These things come and go in waves.
What come and go in waves? Coincidences? A lot of games coming out claim to be "sandboxes." Are you saying the fact that a lot of people on the forums complaining about a lack of sandboxes has nothing to do with this influx of sandboxes? Seriously? This is becoming so pointless.
Trends. There is a surge of supposed sandboxes incoming. It is funny that you put so much credit on forums, though. Maybe take some credit for it, hmm?
THIS. IS. SO. POINTLESS. You're just dodging everything. Are you saying that a lot of people on the forums complaining about a lack of sandboxes has nothing to do with this influx of sandboxes? I didn't say anything about taking credit for it, and I didn't put any specific amount of credit on the forums.... straw man argument much?
But you've been saying all along that it's pointless to argue about it on the forums because companies won't listen. I think it's incredible naive to assume that developers have no idea that a lot of people want a sandbox game, and then they made sandbox games anyway. Or they knew that a lot of people wanted sandbox games, made sandbox games, but it had nothing to do with them knowing we wanted them.
I understand the differences between complexity and depth, but the two DO go somewhat hand-in-hand. You want to minimize complexity in game design as much as possible, but in order to have deep gameplay, you need complexity. This seems especially true for crafting. Unless you find some way to make crafting difficult in a mechanical sense, like how pve or pvp may be with fast reaction time, aiming, whatever else, you kind of have to have complexity with your crafting system in order for it to be deep. Or when it comes to customizing your character. Take path of exile for example. It has a very complex character progression system, and it needs to be that way in order to give people the opportunity to customize their characters in unique ways. You can't separate complexity and depth entirely.
Also, games like chess don't have complex rules, but the complexity comes from the fact that you're playing against a human opponent, or something that can simulate one. So there's a lot of complexity in chess, it just happens to be in the vast amount of possible strategies and emergent situations that can come multiple moves down the road.
Kudos! I have not encountered many posters who would know the difference. But you are wrong that they are tied. Some games try to achieve, or at least appear, deep with complexity, but you can have a very deep game with simple rules and it doesn't matter whether you're playing against another player or not either. Go and chess are the well known examples, but you're forgetting your favorite sub-genre: Remember sandboxes usually try to encourage "emergent gameplay" through simple rules and mechanics. You don't necessarily need complex recipes for crafting, multiple classes, races or anything of the sort. Complexity is not required for depth.
This response illustrates that you really did not grasp the depth of my post... perhaps it was too complex.
It might have been complex but it lacked depth.
Two things:
1. Complexity doesn't equal depth, but depth requires complexity on some level. As I said, I know that games with simple RULES can be deep. But the depth comes from the complexity of the possible decisions/outcomes/skill/whatever. So while the rules of chess are simple, I don't think anybody would deny that the competition involved can be quite complex.
2. What kind of crafting is deep but not complex? In other words, what crafting system draws from something other than complexity in order to achieve depth? And I'd ask the same question regarding player customizing. A game like path of exile has very deep character customization, which it draws from the complexity in its systems. Many many many different gems which you can combine to create different spells, which can potentially work well in tandem with how you build your character's stats/attributes, which also has a large amount of complexity. How do you achieve deep character customizing, without complexity?
I'm not saying the more complex a thing is, the deeper it is. I understand that some games add meaningless complexities and "false choices" which does not add depth. For instance, you can have a million and 1 abilities in WoW, but often times you're only using 1 of those abilities because the other ones simply aren't viable. It's an illusion of depth, but really it's just a false choice. However, what I am saying is that the two are NOT completely disconnected. It's very hard to have depth with no complexity.
Legos. Legos are fairly simple pieces which you can use to "craft" pretty much anything. Also, it is rather amusing that you'd use Path of Exile as an example here since it is perhaps the epitome for giving the illusion of depth. Sure, the passive skill tree is very impressive, but contains only a handful of optimal builds.
And regarding MMOs, I believe WoW is one of the better balanced ones. But your malice toward it has been noted. There are better cautionary examples out there that's all.
Getting answers out of you is like pulling teeth... usually an indication that you're wrong.
Legos have a massive amount of potential complexity. That's where the depth comes into play. You're just making my argument for me. Legos can be deep because you have an almost infinite amount of choices. That's complexity.
Also, you didn't respond to the crafting question. And the character customizing question. How do you achieve depth with those two subjects without having complexity?
Also, path of exile builds are incredibly numerous once you factor in socketing. Far more so than other games. All of it is possible because the enormous amount of complexity.
Building stuff is crafting isn't it? You are over-extending the term complexity. Legos themselves are simple. That's the point of minimizing complexity. Similarly the pieces and moves in Go and Chess are simple.
Right off the bat, can you tell me how many first tier builds there are in PoE?
A veteran MTG player said once to me, there are well over ten thousand different cards in Magic the Gathering, but there's no more than 8 top tier tournament decks (with minor variations) at any given time. That is if the balance hasn't been broken by some recent card(s).
Sirlin wrote that while Street Fighter games might have had something like two dozen different characters, only 7 or so were considered viable for tournament play. If they could've gotten that number up to 12 they would've been ecstatic.
Then there are games like rock-paper-scissors which have perfect balance: complexity = depth. But as you increase complexity the more difficult it becomes to balance. So you see, depth and complexity don't necessarily scale very well.
Again, PoE has a vast number of choices, how many "top tier builds" are there (with minor variations)?
People told that because Guild Wars 1 had only humans as a playable race it wasn't deep. People say that just because a game focuses on adventuring (exploring dungeons, killing monsters, finding treasures), it is not deep. People know shit. You don't need crafting to be deep. And not all crafting is deep. You don't need to be a simulation to be deep. Games only need to be deep in the stuff they do.
What does it matter how many "top tier builds" there are in PoE?
And naming games that have complexity but no depth doesn't have anything to do with what I've said... in fact I've already explicitly said that complexity doesn't equal depth. You can't just have complexity and have it translate into depth. But in order to have depth you have to have complexity on some level. And you being you, that has been completely ignored here.
Yes, legos themselves are simple. Just like chess is simple. just like go is simple. That doesn't mean there's no complexity. The complexity with legos comes in the fact that there are an almost infinite amount of things you can build. With games like chess and go, it comes from the amount of strategies and the emergent decisions. Why? Because depth needs complexity.
And you still haven't answered my questions about crafting or character customization. Are you suggesting a crafting system in an MMO based on legos? Because even if you were, that would be pretty damn complex... if you had a bunch of different recipes to build weapons and you had to do so using legos.
Originally posted by azmundai I think Holophonist and Quirhid need a teamspeak server or something .. srsly .. this incessant multiquoting just makes my eyes bleed.
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
I've never understood how people on the internet can be unwilling to have a discussion with somebody and still try to claim that person is wrong.
If you take issue with something I've said, please speak up. If not, try not to insult me. Pretty simple.
I think Holophonist and Quirhid need a teamspeak server or something .. srsly .. this incessant multiquoting just makes my eyes bleed.
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
I've never understood how people on the internet can be unwilling to have a discussion with somebody and still try to claim that person is wrong.
If you take issue with something I've said, please speak up. If not, try not to insult me. Pretty simple.
Dude, I tried. I really did. You just went in circles and we got nowhere.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Originally posted by Holophonist Originally posted by Loktofeit Originally posted by azmundai I think Holophonist and Quirhid need a teamspeak server or something .. srsly .. this incessant multiquoting just makes my eyes bleed.
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
I've never understood how people on the internet can be unwilling to have a discussion with somebody and still try to claim that person is wrong.
If you take issue with something I've said, please speak up. If not, try not to insult me. Pretty simple.
Dude, I tried. I really did. You just went in circles and we got nowhere.
Well he and I are talking about different things than what you and I have talked about.
But either way, you're allowed to walk away from a discussion that you don't feel is fruitful, I just think that by doing so you kind of give up the right to comment from outside.
I think Holophonist and Quirhid need a teamspeak server or something .. srsly .. this incessant multiquoting just makes my eyes bleed.
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
I've never understood how people on the internet can be unwilling to have a discussion with somebody and still try to claim that person is wrong.
If you take issue with something I've said, please speak up. If not, try not to insult me. Pretty simple.
Dude, I tried. I really did. You just went in circles and we got nowhere.
Well he and I are talking about different things than what you and I have talked about. But either way, you're allowed to walk away from a discussion that you don't feel is fruitful, I just think that by doing so you kind of give up the right to comment from outside.
Not a problem. Let me know what the proper span of posts is that one must contribute during in order to avoid forfeiting their right to reply again. I'll stick within whatever the generally accepted limit is.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Comments
Discuss. Reason. Society.
Become a Dragon. Take your world back.
No, its the economic viability stuff that makes you understand why they're doing what they do. It is still relevant. Much of what I've tried to explain to you is the more plausible reasons why things are the way things are.
We've been over this. You are not the judge whether something is a "pop choice" and one requires a refined taste. You are not the judge on what is good and what is bad. I could equally say WoW is the Peter Jackson's Lord of the Rings whereas Darkfall is someone filming themselves LARPing in the backyard for half an hour. Where does that lead us? Those metaphors are useless.
You said companies changed. I said they've always been like that. And lets face it. You're not in favor of any of the things you've listed. You're merely here to promote your preferences. You and every other guy posting.
UO had a carrot just as much as any other game because people ground their skills, farmed money, get the next pet, get the next weapon - basically accumulate power, just like in every other game before and after it. That is the carrot.
We are dealing with preferences, which are neither right or wrong. I don't know where you get the confidence to imply that you know better, that your opinions matter more than anyone else's.
You have nothing but speculation. Your hypothesis has little if any weight to it. It does look like you've made up a narrative to fit your argument. Nothing you can proof. But in your words: "Just because I can't prove it, doesn't mean its not true".
Things are different from 10 years ago. But not for the reasons you state. There are far more plausible explanations why we are where we are, which don't require us to insult developers. You're the type of poster, I'd imagine, who would've been part of the mob that made that one indie dev throw his hands in the air and say: "Fuck it."
Many issue were specifically due to the simulation nature. People voted with their wallets when MMORPGs got "gamey". And now we are getting to an issue where every sandbox fan says "it could be" when overwhelming majority of times it doesn't. Yes I could have a fight without matchmaking, I could encounter something on the way, I could talk to this guy... but usually, nothing of the above happens. That's why things were streamlined.
But this is a dead-end issue: Some people like simulation better. To each their own.
I don't know when it is economically viable. But unless you make it appealing to the companies you shouldn't expect it.
You're the one yelling the method of keeping score is wrong: Revenue. WoW beat the crap out of everybody.
You can't even prove that sandboxes are Mozart and WoW Katy Perry. Maybe WoW is Mozart and sanboxes are kids beating pots and pans with sticks. What if Eve Online is the Katy Perry of sandboxes and all the Mozarts are so tiny they're not economically viable?
Metaphors like that don't work.
It exists because it has a derogatory meaning used by haters such as yourself. You keep it alive.
Stick to what you know and all that. If the civilization series is the only game you've ever played, guess what game should you make? It is incredibly presumptuous and insulting to claim that "most companies" do things only for money.
Trends. There is a surge of supposed sandboxes incoming. It is funny that you put so much credit on forums, though. Maybe take some credit for it, hmm?
Building stuff is crafting isn't it? You are over-extending the term complexity. Legos themselves are simple. That's the point of minimizing complexity. Similarly the pieces and moves in Go and Chess are simple.
Right off the bat, can you tell me how many first tier builds there are in PoE?
A veteran MTG player said once to me, there are well over ten thousand different cards in Magic the Gathering, but there's no more than 8 top tier tournament decks (with minor variations) at any given time. That is if the balance hasn't been broken by some recent card(s).
Sirlin wrote that while Street Fighter games might have had something like two dozen different characters, only 7 or so were considered viable for tournament play. If they could've gotten that number up to 12 they would've been ecstatic.
Then there are games like rock-paper-scissors which have perfect balance: complexity = depth. But as you increase complexity the more difficult it becomes to balance. So you see, depth and complexity don't necessarily scale very well.
Again, PoE has a vast number of choices, how many "top tier builds" are there (with minor variations)?
People told that because Guild Wars 1 had only humans as a playable race it wasn't deep. People say that just because a game focuses on adventuring (exploring dungeons, killing monsters, finding treasures), it is not deep. People know shit. You don't need crafting to be deep. And not all crafting is deep. You don't need to be a simulation to be deep. Games only need to be deep in the stuff they do.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
But who is winning? Quirhid is the less verbose of the two, but they are both showing remarkable stamina. I haven't read the walls of text, but does anyone know which of the two is staying more on point?
I can not remember winning or losing a single debate on the internet.
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
But if they're now moving more towards games that we've been advocating for, then it's bullshit to say that they weren't making those types of games because it wasn't viable.
Maybe WoW is the Lord of the Rings. I'd like to hear why though. But either way, again I'm not sure why you think the MMO genre is unique in this regard. I'm not sure why you're unwilling to admit that in every genre there are going to be watered down products that float to the top because they lightly appeal to most people. That doesn't mean NO AAA game can be good.
I'm not hiding the fact that I don't like the things that I've been complaining about obviously. I'm not sure how this is hard to understand. I want innovation because it let's pick people and choose what they want. Instead what we have is a lot of companies trying to rehash stuff that other companies have done trying to steal a piece of the pie.
So regardless of whether individual companies have changed (I'm sure there are some), do you deny that the genre has changed?
Yeah except this just isn't how UO worked... at least not early UO. There was no "next weapon." And grinding skills didn't take as long (in general) as it takes to level up in games like WoW. And you mention accumulating power. That's not a carrot. That's a continuous process. Also you can do things with your wealth. You can buy out competing merchants, you can buy and decorate a castle, etc. There aren't set landmarks like there are in WoW. Not only that, the rewards that you do work towards are things that you decide to do on your own, not pre-determined shinies.
But again, there's no carrot in UO. I can think of very few times you're grinding something just to get a certain "thing."
More plausible than what? A company comes in, makes a wildly successful themepark and for a long time following this game, that becomes a standard way of doing things. A lot of the same concepts are used over and over and over because companies are trying to capitalize on WoW's success.
I think it's more likely that developers did exactly what you say they shouldn't: take direct advice from the playerbase instead of designing their own game. And I think they did so because it seemed like the quickest and easiest way to increase their playerbase. You don't being PK'd? We'll just implement Trammel! You don't like losing your vanq katana? Item blessing!
Well then I guess I better keep talking on the forums about how much I like sandboxes, eh? But either way, you're again not speaking to the actual point and this is becoming increasingly pointless when I have to repeat things I JUST said.
If you think we're currently at that point, the point where mmos are as targeted as they can be, then you're crazy. Do you think we're at that point? Because if we're not, why do people bring up the "economic viability" argument? And if we ARE at that point? How are sandbox games being developed right now?
It depends on how you're keeping score. Revenue is an absolutely ridiculous way to keep score, but as long as themeparks are the top dog, you guys will continue to use it, despite its obvious problems.
Yes, what if they are? Do you think they are? You keep denying things as if I'm offering proof of something. I'm pointing towards similar phenomenons in other industries. Like cookie cutter blockbuster movies rehashing tired old cliches because it's a "winning formula"... sound familiar? Or the fact that Katy Perry and other pop musicians are super popular... that doesn't mean they're better. Get it?
But how are we able to use it? You don't think there are games that share a lot of similarities with WoW because they're trying to cash in on that success? Btw:
"This was an obvious big topic at the show, as Sandbox is the new buzzword in the MMO industry. Its the darling, right? Too many copycat games! Too many WoW-clones!"
http://www.mmorpg.com/showFeature.cfm/loadFeature/7742
I'm not the only person that notices this trend.
I don't know if I did say most companies do things only for money. I may have by mistake, but can you show me where? Stick to what you know means nothing. There are any number of easy changes they could make to Darkfall that would instantly increase their playerbase. They could so easily make the game more forgiving, but they don't want to. THIS is you having an opinion and trying to ignore evidence to the contrary.
THIS. IS. SO. POINTLESS. You're just dodging everything. Are you saying that a lot of people on the forums complaining about a lack of sandboxes has nothing to do with this influx of sandboxes? I didn't say anything about taking credit for it, and I didn't put any specific amount of credit on the forums.... straw man argument much?
But you've been saying all along that it's pointless to argue about it on the forums because companies won't listen. I think it's incredible naive to assume that developers have no idea that a lot of people want a sandbox game, and then they made sandbox games anyway. Or they knew that a lot of people wanted sandbox games, made sandbox games, but it had nothing to do with them knowing we wanted them.
What does it matter how many "top tier builds" there are in PoE?
And naming games that have complexity but no depth doesn't have anything to do with what I've said... in fact I've already explicitly said that complexity doesn't equal depth. You can't just have complexity and have it translate into depth. But in order to have depth you have to have complexity on some level. And you being you, that has been completely ignored here.
Yes, legos themselves are simple. Just like chess is simple. just like go is simple. That doesn't mean there's no complexity. The complexity with legos comes in the fact that there are an almost infinite amount of things you can build. With games like chess and go, it comes from the amount of strategies and the emergent decisions. Why? Because depth needs complexity.
And you still haven't answered my questions about crafting or character customization. Are you suggesting a crafting system in an MMO based on legos? Because even if you were, that would be pretty damn complex... if you had a bunch of different recipes to build weapons and you had to do so using legos.
Spamming and de-railing the thread. ;-)
It'll probably take devs a week to sort through this mess lmao.
Discuss. Reason. Society.
Become a Dragon. Take your world back.
Spamming and de-railing the thread. ;-)
It'll probably take devs a week to sort through this mess lmao.
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
If you take issue with something I've said, please speak up. If not, try not to insult me. Pretty simple.
Dude, I tried. I really did. You just went in circles and we got nowhere.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Quirhid's level of persistence here is fascinating. Meanwhile, Holophonist reminds me a lot of Emergence when it comes to the sheer relentlessness. Where they differ is Emergence actually knew what he was talking about.
If you take issue with something I've said, please speak up. If not, try not to insult me. Pretty simple.
Dude, I tried. I really did. You just went in circles and we got nowhere.
But either way, you're allowed to walk away from a discussion that you don't feel is fruitful, I just think that by doing so you kind of give up the right to comment from outside.
What exactly does this mean? Could you elaborate on this? Like, what's the risk/liability of letting a developer talk to his/hers customers?
Not a problem. Let me know what the proper span of posts is that one must contribute during in order to avoid forfeiting their right to reply again. I'll stick within whatever the generally accepted limit is.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
To give feedback on moderation, contact mikeb@mmorpg.com